struct C2E2f_Output { 
	float4 color: COLOR;
};


C2E2f_Output main (    float4 oPosition : TEXCOORD1,
                      float2 oUV : TEXCOORD0,
                      float4 HCOL : COLOR, 
                      
	float4 HCOL2 : COLOR1,
                      
                      float3 oLight : TEXCOORD2,
                      float3 oHalf : TEXCOORD4,
                      float2 uvl : TEXCOORD5,
                      float3 oNormal : TEXCOORD3,



                    uniform float3 alpha,  
                    uniform float alpha2,  
                   uniform sampler2D decal,
				   uniform sampler2D light,
                   uniform samplerCUBE cube,
				   uniform sampler2D texture,
                   uniform sampler1D oned,
				   uniform sampler2D texture2
//                   uniform samplerCUBE cube
//                   uniform sampler2D cubes
//uniform float3 lightPosition

                   ) 
{



	C2E2f_Output OUT;


    float4 basetexture=tex2D (texture2,oUV);
   
//lighttexture=tex2D (lightmap,oUV);
   

//float3 normals=tex2D (texture,oUV);


float3 normal=((tex2D (texture,oUV)-0.5)*2);

//float maxx=dot(normal,oLight)+pow (dot(normal,oHalf),20);
float maxx=dot(normal,oLight);
//maxx*=maxx;
//if (dot(normal,oHalf)>0) maxx=1; else maxx=0;
float mx=max (0,dot(normal,oHalf));
mx=pow(mx,15);
mx*=1.5;

//oPosition.w+=0.003*maxx;
//oPosition+=float4 (maxx,0,0,0);


float4 cll1=tex2Dproj (decal,oPosition);

//oPosition.xyz*=1;
//float4 cll4=tex2Dproj (light,oPosition);
float4 cll4=texCUBE (cube,oHalf);
//if (cll4.w<0) cll4=float4 (0,0,0,0);
/*
OUT.color=cll4*(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);
OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);

OUT.color=(HCOL2*basetexture*maxx)*(0.3+3*cll4);
OUT.color=(HCOL2*maxx)*(0.1+5*cll4);
OUT.color=(HCOL2*maxx);
OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);
//OUT.color=basetexture*0.1+texCUBE (cube,oNormal);
//OUT.color=basetexture*0.5+tex2D (cubes,oUV)*50;
*/
//OUT.color=basetexture*mx+0*cll4*cll1*tex1D (oned,maxx);
OUT.color=(HCOL2*basetexture*maxx+mx*cll4);
OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);

OUT.color=(maxx*(HCOL2+0.5)*basetexture+HCOL*mx)*(0.5+0.5*cll1);
//OUT.color=(maxx*(HCOL2)*basetexture)*(0.5+0.5*cll1);

//OUT.color=HCOL*basetexture;
//OUT.color=(maxx);
//OUT.color=basetexture+mx;

//OUT.color=cll4;
//OUT.color=(maxx*HCOL2*basetexture+HCOL*tex1D (oned,min (1,mx)*0.9))*(0.5+0.5*cll1);

//OUT.color=basetexture*maxx*mx*tex1D (oned,min (1,HCOL2.x)*0.9);
//OUT.color=tex1D (oned,min (1,OUT.color.x)*0.7);
//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(0.5+0.5*cll1);


//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx);
//OUT.color=basetexture;

//OUT.color=basetexture+0.1;
//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx);

//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx);
//OUT.color.w=0.9;
//OUT.color=(maxx*HCOL2*cll4*cll1);
//OUT.color=(HCOL2);
//OUT.color=HCOL*mx;
//OUT.color=HCOL2;

//OUT.color=cll1;
//if (basetexture.x>0.05) OUT.color.w=1;elseOUT.color.w=0;
//OUT.color=HCOL*maxx;

//OUT.color=(maxx*HCOL2*basetexture+HCOL*mx)*(cll1);
//OUT.color=basetexture*cll1;
//OUT.color=(maxx*HCOL2+HCOL*mx)*(0.5+0.5*cll1);
//OUT.color.xyz*=0.3;
//OUT.color.xyz+=0.05;

//OUT.color=HCOL*mx;
//OUT.color=basetexture;

//OUT.color=Allwhite*basetexture*(cll4+(cll1)-cll4*cll1);


//OUT.color=cll1*(1-cll1);


//k+(1-2*k)*a;

//a
//1-a


//OUT.color=HCOL2*basetexture*(cll1);

//float4 blue=float4 (0,0,0.5,1);
//OUT.color=HCOL2*basetexture*cll1*(blue+0*cll4);

//OUT.color=(HCOL2*basetexture);

//OUT.color=(maxx*Allwhite);

//OUT.color=(mx*HCOL2);
//OUT.color=normals;
//OUT.color=HCOL;

	return OUT;




}









































/* 


  FRAGMENT ENV MAP 



  struct C2E2f_Output { 
	float4 color: COLOR;
};


C2E2f_Output main (    float2 oPosition : TEXCOORD0,
    float2 oPosition2 : TEXCOORD1,
	uniform sampler2D decal,			   
	uniform sampler2D decal2					   
				   ) 
{



	C2E2f_Output OUT;

//float fc=1;
//fc=position.x;
	//float2 norm;
	//norm.x=oNormal.x;
	//norm.y=oNormal.y;

OUT.color=tex2D (decal2,oPosition);

float dx=ddx(OUT.color.x);
float dy=ddx(OUT.color.x);

oPosition2.x+=dx*1;
oPosition2.y+=dy*1;


  OUT.color=tex2D (decal,oPosition2);




  
  
  //OUT.color.y=0;
//OUT.color.z=0;
//  OUT.color-=tex2D (decal,oPosition2);


	return OUT;




}
*/